If you want to know how much things you need to, I read all posts, so you need 2 base games all extensions + (im sure you've) a RISK game. With that, you don't need more things. It all I'll have, and I'll be okay I'm sure of that.

It would also be historical accurate, as British paratroopers had to destroy five bridges over the Dives.

I think if there is no German reinforcement allowed on that flank of SWORD beach, it will in effect create the same limitation without actually having to have British paratroopers destroying bridges to prevent it.

As I understand it the updated Terrain Rules for Coastline, Cliffs, Sea Bluffs and Bridges will apply to all scenarios and not just D-Day Landings? River Mouth explicitly says it only applies to D-Day Landings.

To get my head around it: Supported Infantry is a 5 figure unit which will go down in strength:
5: INF+INF+INF+INF+ARM(*)
4: INF+INF+INF+ARM(*)
3: INF+INF+ARM(*)
2: INF+INF
1: INF

As long as it still has the ARM figure it can use M&M to heal, keep the ARM figure and 'reset' the number of hits until the ARM is lost? Example:
A Support Infantry figure that had previously taken 2 hits, uses M&M to recover 2 figures, will again require 3 hits to lose the ARM(*) figure and token?

Is here a reason why there are two types of bridges used on the maps? could it be possible that you can blow up one type of bridge? or that we can bow up any bridge at all

It would also be historical accurate, as British paratroopers had to destroy five bridges over the Dives.

too bad no bridges to blow

Other new rules look great though!
supported infantry and armor will come in handy (seems to miss some text with the last supported armor picture though, where they fire 3-1-1, Is this when shooting out of a village or other building?)

Can't wait to use the reinforcement rules to! nice touch with the landing crafts and beach control so allied reinforcements can run into the fight more easily.

oh and allied para's can retreat in any direction

only concern is about the off board artillery. If the allied player get to many of those he can easily wipe out the artillery and other vital German units. especially because you can hit any place on the map, not just the same section of the recon-1 card.

Like Antoi, I'm also a little concerned about the off-map artillery (for same reason)

I wonder if the para's awesome retreat ability is only available in the last scenario? And if taking multiple flags, can they retreat only in relatively straight lines?

on the sword map, they can also retreat in every direction.

I also did some research on the offboard artillery (just a little bit ) and there are only 6 recon-1 of a total of 80 cards in the breakthrough deck. So maybe it is not so bad as it seemes.... Still you can knock out those artillery units a little better ofcourse, but with six cards extra it seems not to powerfull.
You can also use a recon-1 to throw more reinforcement dice, so that's also a good option

Ah thanks, that clears that up and its good that we do get extra entry markers.

More questions:

1. How many tokens of each type will we get? What kinds of tokens? Any extra bridges, landing craft etc?

2. For reinforcement if I have 6 dice (maybe bc I just played a recon card or something) and I rolled 4 stars and 2 infantry, then I could pick a unit of my choice AND a standard infantry unit by using the "extra star" twice to count for both combinations right? I assume this is how one "can get lucky and receive several reinforcements" in one roll right?

3. In the rules they explain the Air Superiority Rules (whoever has air superiority rolls 2 dice and the opponent rolls only 1 on Air Power cards.)

Then they state that in the Dday scenarios that Allies always have air superiority by not allowing the Axis to roll for reinforcements after an Air Power card is played by the Allied player.

Does the Axis roll one die or two dice on Air Power cards in the Dday scenarios (which is all of them I assume)?

But "this result" (i.e. one single flag) is impossible, because all players always have more than one command card. In fact, several possible results (for example three stars and two infantry symbols, or three infantry symbols alone) are not covered in the table on page 4 of the Neptune rulebook.

But "this result" (i.e. one single flag) is impossible, because all players always have more than one command card. In fact, several possible results (for example three stars and two infantry symbols, or three infantry symbols alone) are not covered in the table on page 4 of the Neptune rulebook.

There is not a special reinforcement for every combination of rolls. This means that sometimes you won't get any reinforcements (or results that you can use).

If you roll a Flag, it counts as a Flag (and an On The Move order). All of the other dice can still be used for reinforcements, if they combine in a way to give you reinforcements. The Flag does NOT cancel all the other dice.

1. How many tokens of each type will we get? What kinds of tokens? Any extra bridges, landing craft etc?

We'll see about making this information available.

questioneer wrote on Mon, 19 May 2014 08:20

2. For reinforcement if I have 6 dice (maybe bc I just played a recon card or something) and I rolled 4 stars and 2 infantry, then I could pick a unit of my choice AND a standard infantry unit by using the "extra star" twice to count for both combinations right? I assume this is how one "can get lucky and receive several reinforcements" in one roll right?

I'm not clear on your example...you can never have a die do 'double duty' and apply it to two different combinations, but if you have results that allow you to make two separate results (without reusing any die) then you could bring in two units. But of course, you still need empty spots to bring them in!

questioneer wrote on Mon, 19 May 2014 08:20

3. In the rules they explain the Air Superiority Rules (whoever has air superiority rolls 2 dice and the opponent rolls only 1 on Air Power cards.)

Then they state that in the Dday scenarios that Allies always have air superiority by not allowing the Axis to roll for reinforcements after an Air Power card is played by the Allied player.

Does the Axis roll one die or two dice on Air Power cards in the Dday scenarios (which is all of them I assume)?

This part of the rulebook is a little confusing.

Both are true. Axis roll 1 die and Allies roll 2. The scenario-specific rule is also in effect, preventing reinforcements.

Air Power cards and Off-map bombardment may prove to be a crippling edge for the Axis. Historical, but not very fun in game play if your the Axis I suppose. Interesting.

Don't assume too much until you've given the game a try. Both of the things you're worried about don't come up too often in a game...so it may not be as big a problem as you think.

I'm not, its just first glance, speaking of which, looking at the map and the setup from what I can see, many of the objectives seem to be within decent reach of the Allies, whereas Axis really have to mobilize a great distance to fight for these objectives.

Just from first glance, considering the setup, objectives and space it seems that Axis have a fighting chance in Sword and Omaha but the rest seem to lean Allies advantage a bit...that's if they breakthrough the beaches I suppose.

But yes, this is all first impression...gotta play the thing.

On a better note I love:

1. The reinforcement rules as I could apply these to other scenarios also.
2. Entry markers- glad that these come with the set to use in other scenarios as well.
3. Map combos- 6 Breakthroughs, 5 Overthroughs (doubles), 2 Triples and Neptune- 14 combos with 2-12 players.- this alone is worth the $30 to get this- its almost a steal!
4. New troops and terrain control- I'm not too crazy about these but its nice to have options and it adds to the flavor of these scenarios nicely.

***One thing to note, players are definitely want to use a Breakthrough deck. This game would really slog without the "on the move" orders and I think gauging from the setup, the Axis would depend on those "on the move" orders a little more than the Allies because they really have some ground to cover especially when it comes to reinforcement deployment and movement to the front.

Other new rules look great though!
supported infantry and armor will come in handy (seems to miss some text with the last supported armor picture though, where they fire 3-1-1, Is this when shooting out of a village or other building?)

I have the same question as Antoi. What happens with supported armor shooting from a village. The rules say; treat supported armor as armor for all purposes. Does this mean that it shoots with 1-1-1 from a village or is it 3-1-1 like we think it's on the last picture of the supported armor paragraph?

This example looks better in HD / on a printed booklet. What you can see here is low resolution.

Indeed the Armor unit fires from a town hex BUT since it is Supported Armor it does not suffer the normal Armor penalty. In Close Assault, a Supported Armor unit battles like Infantry, so here we have 3,1,1.

D-Day Landings Q & A
When a British or American Airborne unit must retreat, it may retreat in any direction on the Sword Beach map and the American Airborne map. The direction of the units first hex it retreats onto, will also determine which edge of the map any additional retreat movement must be made.

As I understand it the updated Terrain Rules for Coastline, Cliffs, Sea Bluffs and Bridges will apply to all scenarios and not just D-Day Landings? River Mouth explicitly says it only applies to D-Day Landings.

To get my head around it: Supported Infantry is a 5 figure unit which will go down in strength:
5: INF+INF+INF+INF+ARM(*)
4: INF+INF+INF+ARM(*)
3: INF+INF+ARM(*)
2: INF+INF
1: INF

As long as it still has the ARM figure it can use M&M to heal, keep the ARM figure and 'reset' the number of hits until the ARM is lost? Example:
A Support Infantry figure that had previously taken 2 hits, uses M&M to recover 2 figures, will again require 3 hits to lose the ARM(*) figure and token?

I still hoping for an answer for this one. Is a supported unit a 5 figure unit for infantry and 4 figure for tanks? I thinks so as the third hit on supported armor removes the infantry and one tank remains.

And why do you need a battle star if you need to remove at a certain amount of hits the extra figure (tank for supported infantry and infantry for supported tank unit) and its stays a normal unit?

Your game, your rules!
You may play without the battle star if you don't like it. It simply helps to remember the particular status / rules of this unit (like the Second Close Assault for Supported Infantry for instance).

Your game, your rules!
You may play without the battle star if you don't like it. It simply helps to remember the particular status / rules of this unit (like the Second Close Assault for Supported Infantry for instance).

Thanks for your answer Antoine.
So its correct to say that you don't necessarily need the battlestar to remember its a supported unit.

So its correct to say that you don't necessarily need the battlestar to remember its a supported unit.

You can play any way you want, and you only need the Battle Star to keep track of the unit. Just like you need a Badge to keep track of: Snipers, Engineers, Elite Tanks, Elite Infantry, etc. If you have another way to remember what kind of unit it is then you can use it without any judgement from anyone.